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Note: this recording is of questionable audio and video quality, however: it's the only one we have of this session, therefore we decided to make it available anyway - we hope you enjoy it! Simulation and rendering of the fluid flow at interactive frame rates is a challenging task. It requires algorithmic optimization, compromises on physics and a proper choice of the numerical model. I will discuss these points with focus on two techniques useful in games and demos: animation aerodynamics for simplified Navier-Stokes equations and the Lattice Boltzmann Method. Recent projects based on compute shaders will be presented. Maciej has been a scientist working for many years on the fluid flow through porous media and the fluid flow in computer graphics. He implemented and experimented with many solvers for the Navier-Stokes equations i.e. the marker-and-cell method, the Lattice Boltzmann method, Smoothed Particles and used these techniques in demos: the tree effect in Crush (1st demo at Breakpoint), the river flow in Bremen (3rd intro at Breakpoint) and the main theme in Pord Tuo (3rd demo at Revision).